gr8stalinBIG CHOJJE WE DID SOME MAP PUG TESTING
cp_chinook_a4:big sniper sightlines on last, don't just use a shutter door that can be opened to block one off
mids last way too long and second never sees any play
you can kite people forever on mid and even uber there, too much cover
room behind second was useless, flank as well
question raised - why is second lower than everything else?
don't use shutter door on second JUST to block a sightline, especially if it is 2way
lots of unecessary crouch jumping on lots of places, including last
http://puu.sh/4xdnA.jpg
screenshot of the sightline
[quote=gr8stalin]BIG CHOJJE WE DID SOME MAP PUG TESTING
cp_chinook_a4:
[quote]big sniper sightlines on last, don't just use a shutter door that can be opened to block one off
mids last way too long and second never sees any play
you can kite people forever on mid and even uber there, too much cover
room behind second was useless, flank as well
question raised - why is second lower than everything else?
don't use shutter door on second JUST to block a sightline, especially if it is 2way
lots of unecessary crouch jumping on lots of places, including last[/quote][/quote]
[img]http://puu.sh/4xdnA.jpg[/img]
screenshot of the sightline
yeah mid and last are noticeably larger than 2nd, at least from what i experienced. something i see in a lot in good 5cps is a general size-equality between points, at least somewhat.
i think you can easily streamline paths in between 2nd and last, it feels very convoluted (the unnecessary shutter door(s) were mentioned)
overall, every point was very interesting. excited to see what happens to 2nd and last.
yeah mid and last are noticeably larger than 2nd, at least from what i experienced. something i see in a lot in good 5cps is a general size-equality between points, at least somewhat.
i think you can easily streamline paths in between 2nd and last, it feels very convoluted (the unnecessary shutter door(s) were mentioned)
overall, every point was very interesting. excited to see what happens to 2nd and last.
gr8stalinBIG CHOJJE WE DID SOME MAP PUG TESTING
cp_chinook_a4:big sniper sightlines on last, don't just use a shutter door that can be opened to block one off
mids last way too long and second never sees any play
you can kite people forever on mid and even uber there, too much cover
room behind second was useless, flank as well
question raised - why is second lower than everything else?
don't use shutter door on second JUST to block a sightline, especially if it is 2way
lots of unecessary crouch jumping on lots of places, including last
Also I made a POV, should show most of the kiting.
you're amazing :')
Most of the changes near last are very experimental and right now I'm trying to find connectors that work out - the actual structures are very clunky. I agree that both mid and last are too big, and I'm currently working to make them both smaller.
[quote=gr8stalin]BIG CHOJJE WE DID SOME MAP PUG TESTING
cp_chinook_a4:
[quote]big sniper sightlines on last, don't just use a shutter door that can be opened to block one off
mids last way too long and second never sees any play
you can kite people forever on mid and even uber there, too much cover
room behind second was useless, flank as well
question raised - why is second lower than everything else?
don't use shutter door on second JUST to block a sightline, especially if it is 2way
lots of unecessary crouch jumping on lots of places, including last[/quote]
Also [url=https://www.youtube.com/watch?v=WjdguwOnzoI]I made a POV[/url], should show most of the kiting.[/quote]
you're amazing :')
Most of the changes near last are very experimental and right now I'm trying to find connectors that work out - the actual structures are very clunky. I agree that both mid and last are too big, and I'm currently working to make them both smaller.